I'm pretty sure there's also a simple Rotation Constraint controller with checkboxes for enabling/disabling axes. You can assign these from the Animation (iirc) menu, and update/adjust them in the Motion tab.
also another way (less nice than vigs, dont know if theres any benefit to trying it) is to set your viewports to software rather than directx, and theres no light limit iirc
I was 13, just getting into modeling in lightwave and uv mapping in q2 modeler and making some HORRIBLE dragon ball z models IIRC and posting them on the q2ppm boards. Good times.
I think that's one of the more distinctly 'Fallout' story arcs in the game. Theres also another tangent involving the chinese guy living there, which I haven't managed to fully explore yet.
That is an issue with max's .bmp display, not your UVs. It doesn't tile them correctly. It sucks. I think there is another format or two that has that issue as well (.png?). .tgas are the best to work with, IIRC.
I know it's barely started but really not convinced by the pose of the woman on his shoulders, and how it relates to the orc. There's no feel of dynamic opposed action between them. She's hugging his neck and he's giving her a head rub. Get his claws involved, have her full body in an arc, straining against his strength.…
So I'm building an AR-15. :poly142: I plan on building this IRL when I have the funds. I'll be updating this periodically through the modeling project. I'm currently working on the hp model. Crits & critiques welcome.
Yeah there is, which shader editor are you using? It's been a while since I did shaders in Unity, but IIRC when I used Shader Forge there was a numbering system for each node, along with grouping.
Also, iirc, one thing that also worked in past with me, was to check "invert green channel" on the property when importing normal map.....maybe you might want to try that one out aswell.....
IIRC, *.PNG files are the preferred method. The manual refers to *.TGA or *.PNG but from what I've seen around here, *.PNG is the most fool-proof method to getting an ID map working correctly.